Institut Penelitian Matematika Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE): Open Journal System
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ANALISIS PENERAPAN METODE NIOSH DAN QUALITY FUNCTION DEPLOYMENT TERHADAP RISIKO MUSKULOSKELETAL DI UNIT LIQUID PT. XYZ
Tujuan dari penelitian ini adalah untuk menganalisis penerapan metode NIOSH Lifting Equation dan Quality Function Deployment (QFD) untuk menilai dan mengurangi risiko gangguan muskuloskeletal (MSDs) di unit Liquid PT. XYZ. Risiko MSD sering muncul dari aktivitas kerja yang melibatkan pengangkatan beban berat secara manual secara berulang, sehingga menimbulkan ancaman serius bagi kesehatan karyawan dan produktivitas perusahaan. Metode NIOSH digunakan untuk menghitung Lifting Index (LI) sebagai indikator risiko ergonomi, sedangkan QFD digunakan untuk menerjemahkan kebutuhan karyawan menjadi langkah-langkah perbaikan rekayasa. Hasil penelitian menunjukkan bahwa aktivitas pengangkatan melebihi ambang batas keselamatan (LI > 1), sehingga berpotensi menimbulkan risiko MSD. QFD mengidentifikasi prioritas perbaikan, termasuk perancangan alat bantu pengangkatan yang ergonomis, perbaikan desain stasiun kerja, dan pelatihan teknik pengangkatan yang aman. Pendekatan terpadu ini bertujuan untuk mengurangi risiko MSD sekaligus meningkatkan produktivitas tempat kerja.
Kata Kunci: NIOSH, QFD, Ergonomi, Musculoskeletal Disorders, Manual Materil Handling
ANALISIS PENGENDALIAN PRODUK PUPUK DOMESTIK DAN EKSPOR MENGGUNAKAN METODE SEVEN TOOLS DAN FMEA PADA PT.XYZ
Sebagai salah satu produsen pupuk terlengkap di Indonesia PT.XZY menghadapi tantangan dalam menjaga kualitas produknya untuk memenuhi kebutuhan pasar domestik dan ekspor. Perusahaan mempunyai komitmen terhadap kualitas yang tinggi namun variasi dalam proses produksi terkadang mengakibatkan cacat produk. Penelitian ini bertujuan untuk mengidentifikasi dan memperbaiki kualitas produk pupuk baik domestik maupun ekspor. Penelitian ini menggunakan metode Seven Tools untuk mengidentifikasi penyebab defect dalam proses produksi dan Failure Mode and Effect Analysis (FMEA) digunakan untuk melakukan perbaikan. Berdasarkan data produksi bulan April hingga Agustus, total produksi mencapai 249.845 ton dengan jumlah defect sebanyak 3.462 ton. Jenis defect yang dominan meliputi analisis produk belum diketahui (1.863 ton), butiran tidak seragam (1.511 ton), dan warna tidak sesuai spesifikasi (88 ton). Analisis menggunakan peta kontrol (P-chart) menunjukkan tingkat cacat pada bulan Juni melampaui batas kendali atas. Hasil perhitungan RPN didapatkan nilai tertinggi sebesar 336 terdapat pada kegagalan analisis produk belum diketahui akibat perubahan produk dari domestik ke ekspor. Temuan ini memberikan acuan bagi produsen pupuk untuk memperkuat pengawasan proses produksi dan sistem pengendalian mutu guna menekan tingkat defect serta menjaga konsistensi kualitas produk sesuai standar domsetik maupun ekspor
Kata Kunci: Kualitas, Seven Tools, FME
KLASIFIKASI KINERJA PENGIRIMAN LOGISTIK BERBASIS PREDIKSI ETA MENGGUNAKAN MACHINE LEARNING DI PT. DE BESTA TRANS
Efisiensi waktu pengiriman adalah faktor terpenting dalam menjaga kinerja operasional logistik. Sebelumnya, PT. De Besta Trans sudah memiliki model prediksi Estimated Time of Arrival (ETA) untuk memperkirakan waktu tiba pengiriman, namun sampai sekarang masih belum terdapat sistem evaluasi yang menilai tingkat ketepatan pengiriman. Penelitian ini bertujuan untuk mengembangkan model klasifikasi kinerja pengiriman berbasis hasil prediksi ETA menggunakan algoritma Machine Learning. Data yang digunakan termasuk hasil prediksi ETA, waktu sampai, durasi aktual serta variabel lain seperti rute dan sopir. Metode yang digunakan meliputi preprocessing data, pembentukan label kategori (clustering), dan pelatihan model klasifikasi menggunakan algoritma K-Nearest Neighbors, Random Forest dan Logistic Regression. Proses evaluasi dilakukan dengan menggunakan metrik accuracy, precision, recall, dan f1-score. Hasil penelitian menunjukkan bahwa model Logistic Regression menunjukkan performa terbaik dengan tingkat akurasi sebesar 99,76%. Hasil tersebut membuktikan bahwa integrasi prediksi ETA dengan klasifikasi kinerja dapat meningkatkan efektivitas sistem evaluuasi logistik secara lebih efisien.
Kata Kunci: Machine Learning, Estimated Time of Arrival (ETA), Logistic Regression, Klasifikasi, Kinerja Pengirima
PERANCANGAN WEBSITE SISTEM INFORMASI POINT OF SALES PADA TOKO REDIFOOD
Pengembangan sistem informasi Point of Sales (POS) ini bertujuan untuk menyelesaikan masalah pencatatan transaksi manual yang dilakukan Toko RediFood. Pencatatan transaksi manual sering menyebabkan adanya ketidaksesuaian data transaksi di toko, sehingga menyebabkan perhitungan omzet toko dan jumlah stok terjual yang tidak akurat. Sistem POS menyediakan solusi dengan menyimpan dan menampilkan semua data transaksi dan jumlah stok terjual dengan tepat secara otomatis. Pengembangan sistem dilakukan dengan metodologi Scrum yang berfokus berdasarkan Sprint untuk memastikan proses perancangan lebih terstruktur. Pemrograman kode menggunakan bahasa pemrograman PHP untuk mengolah logika database serta JavaScript untuk memperindah tampilan website yang digunakan bersama dengan HTML dan CSS Bootstrap.
Kata Kunci: Point of Sales (POS), transaksi, sistem, websit
Pengaruh Media Video Animasi terhadap Kemampuan Mengenal Huruf Vokal pada Siswa Disabilitas Intelektual Ringan Kelas IV
This study aims to determine the effect of animated video media on the ability to recognize vowels (a, i, u, e, o) in fourth-grade students with mild intellectual disabilities at Jember State Special Needs School. The research method employed is Single Subject Research (SSR) with an A-B design, consisting of two phases: the baseline phase (A), comprising five sessions, and the intervention phase (B), comprising eight sessions. The results of the analysis in the conditions show that the baseline phase has a percentage score of 35%–50% with a mean level of 42% and a stability range of ±3.7. The data within the stability range is only 1 out of 5 sessions, or 20%, so the data in the baseline phase is declared unstable. In the intervention phase, the percentage score increased from 45% to 85%, with a mean level of 68.7% and a stability range of ±6.3. The data in the stability range is only 2 out of 8 sessions, or 25%, so the intervention phase is also declared unstable. Although both phases exhibited unstable conditions based on the criteria (<80%), there was a significant increase in ability levels from Phase A to Phase B, from a high score of 50% to 85%, as well as a positive level change of +20. No overlap in data (0%) was found, which strengthens the intervention\u27s influence on changing the target behavior. In conclusion, animated video media has been shown to have a positive effect on improving vowel recognition skills in students with mild intellectual disabilities. This study recommends the use of visual-interactive media such as animated videos in special education learning at special needs schools (SLB).
Keywords: Animated Video, Vowels, Intellectual Disabilit
Pengaruh Media Game Puzzle Kata terhadap Kemampuan Kosakata Bahasa Indonesia untuk Siswa Disabilitas Rungu Kelas II
This study aims to determine the learning outcomes of science learning in grade IV of SD Negeri 07 Bingin Teluk after implementing the TGT-type cooperative model using interactive media, based on whether word walls were significantly completed. This research employed a pre-experimental design, specifically a one-group pretest-posttest design. The study\u27s results showed the initial test (pre-test) with an average value of 45.53 and the final test (post-test) with an average value of 72.81. This indicates that the average value of the final test (post-test) is greater than that of the initial test (pre-test). After being calculated using the t-test, the t_count value (4.15) was obtained which was compared with the 〖 t〗_table value with a significance level of 5% was (1.695). So the t_count value > 〖 t〗_table or 4.15 > 1.695. In conclusion, the science learning outcomes of fourth-grade students at SD Negeri 07 Bingin Teluk improved significantly after implementing the TGT cooperative learning model, which utilized interactive wordwall-based media, by the 2025 academic year.
Keywords: TGT Model Implementation, Science Learning, Wordwall Medi
Pengaruh Metode VAKT terhadap Kemampuan Mengenal Bangun Datar pada Siswa Disabilitas Intelektual Sedang Kelas III
This study aims to investigate the impact of the VAKT method on students with moderate intellectual disabilities\u27 ability to recognize plane figures. The research method employed was an experimental design, specifically Single Subject Research (SSR). This study design consisted of two phases: an A-B design, where Phase A served as the baseline and Phase B served as the intervention. Data were collected during the baseline phase, which was an observational phase where students assessed their initial abilities with plane figures. The intervention phase, which followed the observation phase after the students received treatment (intervention), consisted of five sessions in the baseline phase and ten sessions in the intervention phase. Based on the study\u27s results, a student with a moderate intellectual disability, identified as A, in grade III at SLB C TPA Jember, consistently improved during the intervention phase, reaching a maximum score in the final three sessions. The average score percentage in the baseline phase was 43.75%, while in the intervention phase it increased to 89.84%. The conclusion is that the application of the VAKT method (Visual, Auditory, Kinesthetic, and Tactile) has proven effective in improving the ability to recognize plane figures.
Keywords: Understanding Planar Shapes, VAKT Method, Students with Moderate Intellectual Disabilitie
Pengaruh Media Tangram Magnet terhadap Kemampuan Motorik Halus Siswa Disabilitas Intelektual Ringan
This study aims to determine the effect of using magnetic tangrams on the fine motor skills of students with mild intellectual disabilities. The method used was a Single-Subject Research (SSR) design with an A-B design, comparing conditions before (baseline) and after the intervention. The results showed that the use of magnetic tangrams can improve fine motor skills in students with mild intellectual disabilities. This study concludes that magnetic tangrams are an effective learning tool for improving fine motor skills in students with mild intellectual disabilities.
Keywords: Magnetic Tangrams, Fine Motor Skills, Mild Intellectual Disabilit
Analisis Berpikir Kritis Siswa SMP dalam Memecahkan Masalah Numerasi Ditinjau dari Persepsi Diri terhadap Kompetensi Matematika
This study aims to analyze students\u27 critical thinking skills in the context of numeracy in terms of their self-perception of mathematical competence. A qualitative approach was used with a case study design, involving four eighth-grade students at a junior high school in Bondowoso who were selected based on the categories of positive, negative, declining, and improving self-perception. The research instruments consisted of a self-perception questionnaire and numeracy questions analyzed using six indicators of critical thinking, namely interpretation, analysis, inference, evaluation, explanation, and self-regulation. Data were obtained through test results and interview transcripts. The results showed that students with positive and increasing self-perceptions were able to meet all six critical thinking indicators, while students with negative self-perceptions met two critical thinking indicators and students with declining self-perceptions met four critical thinking indicators. These findings indicate that positive self-perception tends to contribute to better critical thinking skills, but it was found that students with initially positive self-perception did not necessarily have high critical thinking skills. Thus, the dynamics of self-perception are an important factor that needs to be considered in the development of numeracy-based mathematics learning.
Keywords: Critical Thinking, Self-Perception, Numerac
Model Pembelajaran Berbasis Game dalam Pendidikan Jasmani Inklusif bagi Siswa Berkebutuhan Khusus
This study aims to design and develop a valid, practical, and effective game-based learning model to improve active participation, basic motor skills, and learning motivation in students with special needs. The method used was Research and Development (R&D) with the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Product validation involved experts in the fields of media, materials, and learning methods. Product trials were conducted with students from the Faculty of Teacher Training and Education (FKIP) Physical Education (PE) at UNIKI and students from the Special Needs Elementary School (SDLB) in Bireuen Regency for one semester. The research findings showed that this learning model successfully increased student active participation from 50% to 85%, and learning motivation increased, with 82% of students reporting greater enthusiasm for physical education. Statistical analysis using SPSS with paired t-tests and independent t-tests confirmed a significant improvement in learning outcomes in the experimental group compared to the control group (p < 0.05). In conclusion, this model has been proven to effectively support constructivist learning theories, intrinsic motivation, differentiation, and flow.
Keywords: Learning Model; Game; Physical Education; Inclusive; Students with Special Needs